Beta – First Findings, First Impressions
July 8, 2010 40 Comments
This is some random stuff I’ve been wanting to see looked up and, to date, I haven’t! Fortunately, I now have the opportunity to do so myself, and figured I would share. This isn’t anything all that extensive, just some questions I’ve had on my mind:
- Anti-Magic Shell: Despite its tooltip remaning the same, it does not produce runic power untalented.
- Magic Suppression: It does cause AMS to produce runic power, and at the same rate as the present (with 3/3 MS). I’ll post the exact ratio once I can do a bit more testing (it’s rather time intensive to do on mobs, and there was no one on I knew to duel with), but I’m fairly positive it’s unchanged.
- Icy Touch: Despite its tooltip remaining the same, it does not produce additional threat in any presence.
- Death and Decay: In addition to the base damage being lowered, the AP coefficient was cut in half.
- Blood Boil: Coefficient unchanged, which isn’t totally surprising since the base damage is unchanged (although is still interesting since most runic abilities got their damage doubled, while DnD got it’s reduced. I expected some movement one way or the other).
- Haste: Increase rune regen at the same rate it increases attack speed; i.e, 20% haste = 20% more auto-attacks and 20% quicker rune refresh times. Makes the stat crazy at level 80, but I’m sure it will depreciate quickly and heavily.
- Haste + UP : It’s multiplicative in terms of rune refresh times.
- Haste + Ghoul: It does appear to affect energy regen.
There’s plenty more I plan to test, of course, as this was all stuff done in the first ten or so minutes, but it’s a start. If anyone has anything specific you want me to look into which I might not think of, I’ld be happy to do so; simply leave a comment or drop an email.
I don’t plan to go too far into specific talents until those get redone, since the overhaul is going to be rather large. Until that happens, I’ll probably be focusing on the more general stuff, such as the things of the nature listed above, as well as just getting the hang of playing on beta (meaning no add-ons -which is especially annoying for runes – on top of the buggy nature of it all, leveling to 82, etcetera).
And, of course, I plan to type up plenty of eloquent feedback for the official beta forums. That will have to wait until I’ve played stuff more thoroughly, although some initial impressions follow below.
Emphasis on initial – I’m not yet posting any of that there, because I want to be sure of it all before I post, not to mention I obviously would go in to much more detail with a full-fledge post on the boards:
- Runic Empowerment is as awkward as expected. Random runes instantly coming up at random times. The default combat text doesn’t cover it with any option. Not really sure how to use Unholy rune procs as Frost (PS or save it for an Obliterate?). The talent isn’t necessarily bad or good, it’s just quite unpolished and quite difficult to take advantage of.
- The default UI needs a lot of work, specifically for DKs. Not having a rune mod available is killer. You have to eyeball your runes in the upper left, which is moderately annoying on dummies, and would be performance impairing/killing on actual content. I never realized the default unit frames weren’t even movable. At the least, it would be nice if the rune icons showed the seconds left instead of leaving you to judge by how much is faded.
- Empty GCDs aren’t an issue, be it in the testing I did as 2H Frost (even with MotFW being bugged and providing 1 RP a proc) or as Unholy. It honestly isn’t. Of course, this is something I predicted long ago based on the pure numbers, but it’s still nice to see the reality of it. I hit buttons just as much as I do on live. With heavy mastery rating and a working MotFW for 2H Frost or heavy haste and proper AMS soaking for Unholy, it might even be too little leeway with GCDs.
- The burst potential is insane. Of course this was also foreseen and essentially common sense, but still. Unholy Frenzy + Pillar of Frost + Gargoyle makes for some wonderful CD stacking. Top it off with an ERW so you can chain half a dozen single rune Scourge Strikes, and you’re doing a lot of on-demand burst. Of course, it’s not really that insane relative to how it would be on live when you consider health inflation, but it’s still impressive.
- The UI improvements, in terms of character/profession/spell book/etc panes are amazing. The screenshots don’t do it justice. A+ for Blizzard.
- Bloods threat is an a rough place. No more modifier on IT + the rune changes + having to BB every 30 seconds + etcetera hurts. RS works for now, at 80, but once I level and avoidance depreciates… yeah. It’s going to be rough, not to mention Blood’s rotation will have empty GCDs, and a fair amount at that.
- AoE damage got hit hard, but our AoE rotation isn’t near as empty now.
Like I said, just some first thoughts on some stuff I noticed right away in my first ~hour or so of testing. I’ll go much more indepth on these topics, and will certainly delve into others, once I’ve spent more time.